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		<title>three.js webgpu - postprocessing dof - basic</title>
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			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>

			<div class="title-wrapper">
				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>DoF Basic</span>
			</div>

			<small>
				Performant Depth-of-Field effect with a simple box blur. Click on a position in the scene to focus it.<br />
				<a href="https://skfb.ly/opNFG" target="_blank" rel="noopener">Bath day</a> by 
				<a href="https://sketchfab.com/stanst" target="_blank" rel="noopener">Stan.St</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.<br />
			</small>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/webgpu": "../build/three.webgpu.js",
					"three/tsl": "../build/three.tsl.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three/webgpu';
			import { mix, pass, renderOutput, smoothstep, uniform, vec3 } from 'three/tsl';
			import { boxBlur } from 'three/addons/tsl/display/boxBlur.js';
			import { fxaa } from 'three/addons/tsl/display/FXAANode.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
			import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';
			import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';

			import { Inspector } from 'three/addons/inspector/Inspector.js';
			import TWEEN from 'three/addons/libs/tween.module.js';

			let camera, controls, scene, timer, renderer, model, mixer, raycaster, postProcessing;

			const pointerCoords = new THREE.Vector2();
			const focusPoint = new THREE.Vector3( 1, 1.75, - 0.4 );
			const focusPointView = uniform( vec3() );

			init();

			async function init() {

				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
				camera.position.set( - 6, 5, 6 );

				controls = new OrbitControls( camera );
				controls.target.set( 0, 2, 0 );
				controls.enableDamping = true;
				controls.update();

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x90D5FF );

				raycaster = new THREE.Raycaster();

				timer = new THREE.Timer();

				const dracoLoader = new DRACOLoader();
				dracoLoader.setDecoderPath( 'jsm/libs/draco/gltf/' );
			
				const loader = new GLTFLoader();
				loader.setDRACOLoader( dracoLoader );
				const gltf = await loader.loadAsync( 'models/gltf/bath_day.glb' );

				model = gltf.scene;
				scene.add( model );

				mixer = new THREE.AnimationMixer( model );
				const action = mixer.clipAction( gltf.animations[ 0 ] );
				action.play();

				//

				const hdrLoader = new UltraHDRLoader();
				const envMap = await hdrLoader.loadAsync( 'textures/equirectangular/spruit_sunrise_2k.hdr.jpg' );
				envMap.mapping = THREE.EquirectangularReflectionMapping;
				scene.environmentRotation.y = Math.PI * 0.5;
				scene.environment = envMap;

				// renderer

				renderer = new THREE.WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				renderer.inspector = new Inspector();
				renderer.toneMapping = THREE.NeutralToneMapping;
				document.body.appendChild( renderer.domElement );

				// post processing

				postProcessing = new THREE.PostProcessing( renderer );
				postProcessing.outputColorTransform = false;

				// DOF uniforms

				const blurSize = uniform( 2 ); // determines the kernel size of the blur
				const blurSpread = uniform( 4 ); // determines how far the blur is spread
				const minDistance = uniform( 1 ); // all positions at or below minDistance will be completely in focus.
				const maxDistance = uniform( 3 ); // all positions at or beyond maxDistance will be completely out of focus.

				// beauty and blur/out-of-focus pass

				const scenePass = pass( scene, camera );
			
				const scenePassColor = scenePass.getTextureNode().toInspector( 'Color' );
				const scenePassViewZ = scenePass.getViewZNode();
				const scenePassBlurred = boxBlur( scenePassColor, { size: blurSize, separation: blurSpread } );

				// simple DOF from https://lettier.github.io/3d-game-shaders-for-beginners/depth-of-field.html

				const blur = smoothstep( minDistance, maxDistance, scenePassViewZ.sub( focusPointView.z ).abs() );
				const dofPass = mix( scenePassColor, scenePassBlurred, blur );

				const outputPass = renderOutput( dofPass );
				const fxaaPass = fxaa( outputPass );

				postProcessing.outputNode = fxaaPass;

				// GUI

				const gui = renderer.inspector.createParameters( 'Settings' );
				gui.add( minDistance, 'value', 0, 3 ).name( 'min distance' );
				gui.add( maxDistance, 'value', 0, 5 ).name( 'max distance' );
				gui.add( blurSize, 'value', 1, 3, 1 ).name( 'blur size' );
				gui.add( blurSpread, 'value', 1, 7, 1 ).name( 'blur spread' );

				//

				controls.connect( renderer.domElement );

				renderer.domElement.addEventListener( 'pointerdown', onPointerDown );

				window.addEventListener( 'resize', onWindowResize );

			}

			function onPointerDown( event ) {

				pointerCoords.set(
					( event.clientX / window.innerWidth ) * 2 - 1,
					- ( event.clientY / window.innerHeight ) * 2 + 1
				);

				raycaster.setFromCamera( pointerCoords, camera );

				const intersects = raycaster.intersectObject( model );

				if ( intersects.length > 0 ) {

					TWEEN.removeAll();

					new TWEEN.Tween( focusPoint )
						.to( intersects[ 0 ].point, 500 )
						.easing( TWEEN.Easing.Cubic.InOut )
						.start();

				}
			
			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				TWEEN.update();

				controls.update();

				timer.update();

				mixer.update( timer.getDelta() );

				// since the focus point is expressed in view space, it must be updated on every
				// camera change. for simplicity, do this every frame.

				camera.updateMatrixWorld();
				focusPointView.value.copy( focusPoint ).applyMatrix4( camera.matrixWorldInverse );

				postProcessing.render();


			}

		</script>
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